Blender Git Commits

Blender Git "master" branch commits.

Page: 2924 / 5574

March 18, 2014, 16:25 (GMT)
Correction to particle system commit: wrong struct name was used
March 18, 2014, 14:24 (GMT)
Fix T39203: Boid particle naming UI semi-freeze

uiList was not handling correctly UI_BUT_DISABLED TEX name buttons!
Revision 5febb09 by Lukas Toenne
March 18, 2014, 12:39 (GMT)
Fix T39180: Particle with fluid physics unstable.

Fluid sims have a very nasty feature for interaction, in which a psys
can directly update the bvhtree for //another object's psys//. This
breaks with threaded depsgraph evaluation and is generally a no-go.

To avoid crashes for now, use a global mutex to avoid concurrent writes
to an object psys' bvhtree.
March 18, 2014, 12:15 (GMT)
Fix T39136: DupliFaces: Inconsistent handling of group member types

The issue was caused by assumption object matricies can be modified
by DupliObject->obmat outside of the duplilist iteration cycle.

This isn't really true. The thing is, old code used to modify object
matrix based on the duplicated matrix to make it so modifier evaluation
kind of works (it'll use proper matrix in most cases, but think there
might be some cases when this assumption also breaks).

Even when matrix is copied from dupliobject to object in advance
(to mimic old behavior or dupli system) you're still to use matrix
from dupliobject inside a cycle body. This is because the same object
might be modified multiple times by different dupliobject. For example,
in case of duplifaces loads of faces will modify object's matrix and
before this change matrix from the last face would have been used.

The fix is simple one-liner which makes it so render instance will
use proper matrix from dupliobject.

All the rest bits here (pre-loading matrices and restoring them in
the reverse order) totally matches old behavior of duplilist.

This is a regression and to be ported to 2.70 tag!
March 18, 2014, 11:18 (GMT)
OSX/cmake/bullet: fix ambigoius compiler ID and make deoptimize fix a bit stricter to reduce speed penalty
March 18, 2014, 00:07 (GMT)
UI: bypass text clipping on buttons with no text
March 17, 2014, 23:52 (GMT)
Code cleanup: jitter, use 2d float array
March 17, 2014, 23:33 (GMT)
Follow up to previous commit:

Make HSL wheel useful in compositing.

In HSL, 0.5 lightness corresponds to most vibrant colors so make that
default for locked wheels (previous value of 1.0 just made it white).
Also, unlock the wheel for both very bright and very dark colors.
March 17, 2014, 23:08 (GMT)
Fix T39228 Gamma/lift/gain are burned out in the circular color pickers
and value/lightness slider stops midway.

Issue here is manyfold:

Color wheel does not support properties with different soft min/max
values than 1.0 (which after experimenting a little I left as is), and
also color management is completely destroying the mapping between the
value slider and the RNA property value range. To solve this I have
disabled color management by setting the property to gamma corrected
(only in RNA, Sequence editor coders please check!), otherwise it will
just become a big mess of tracking where color comes from and what kind
of color transforms it needs in different color pickers (if property has
non normalized range etc). HSL is not really meant to represent colors
outside a normalized space so I have disabled setting lightness above
1.0 in this model.

This will work, however it is hacking a color picker to do something
other than what it is supposed to do: pick a color from the screen
accurately. Which means normalized values always. The non normalized
colors picked for lift/gain/gamma through the pickers do not correspond
to any accurate colors; they are rather a user friendly way to 'sort of'
choose a color and a gamma with an indication of maximum value.

I think that lift/gamma/gain nodes need a dedicated widget for this
(besides it is quite clear that some options are written for that use
case) -or- a separate gamma multiplier for the picked color (which
should itself be in a normalized space)
March 17, 2014, 22:14 (GMT)
KDTree: deprecate 'normal' argument

Normals for each kdtree node were allocated but never used,
and search args only use in particles/boids code.
March 17, 2014, 18:40 (GMT)
UI: Add theme color for viewport overlay

Was using wire or black in many places, this color is used for cursor,
camera guides, transform helper lines. So its possible to have a dark
background with light overlay color.

Patch D331 by Brita, with some edits.
March 17, 2014, 18:40 (GMT)
Code cleanup: comments and typos
March 17, 2014, 18:01 (GMT)
Fix own bug reported on irc by Venomgfx, missing value slider in color
pickers.
March 17, 2014, 14:34 (GMT)
Fix T31598: smart UV failed for small faces

previous fixes only tweaked epsilon, but logic for skipping zero area
boxes was still wrong.
March 17, 2014, 13:39 (GMT)
Python API: add Vector.orthogonal() method
March 17, 2014, 10:48 (GMT)
Code cleanup: style
March 16, 2014, 19:22 (GMT)
Fix T39208: Adding scene to another scene's VSE causes audio and video to be unsynchronized

Audio of 'linked' scene has to be offset by the startframe of that scene, else it behaves as if 'linked' scene always started at frame 1...
March 16, 2014, 16:42 (GMT)
Fix T39215: Shortest path error
March 16, 2014, 15:31 (GMT)
Fix T39210: Grid Fill is generating mesh that's inconsistent with selected edge loops

Issue was in BLI's rotation_between_vecs_to_quat(), which did not handled correctly cases where both vectors are colinear.

Patch by Campbell Barton and me.

Issue originaly tracked down by Yan Shi, many thanks!
March 16, 2014, 13:25 (GMT)
EditMesh: Support contracting the selection as well as extending

This allows for holding ctrl while switching from face->edge modes to
select an edge-ring.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021